Runebound 3D is the more ambitious branch of the same game idea: take the dungeon-crawler loop from the 2D prototype and rebuild it in a spatial, tactile world that feels toy-like and physical. It leans into chunky voxel-inspired environments, dynamic lighting, and combat that has a little more weight than a top-down sprite game can usually deliver.
The technical core is a browser-first stack built on Three.js and Rapier, with procedural generation adapted for 3D traversal and room composition. That combination makes it possible to experiment with camera feel, knockback, traversal, and environmental readability without giving up the ability to share a build instantly through a URL.
It is already playable as a public experiment and has done its job as a bridge between game feel and rendering work. What comes next is either a tighter combat pass and overworld structure, or pulling the most successful ideas back into smaller, more finishable projects.